View Full Version : How to "Un-model" a model
kwabbott
05-30-2008, 01:36 PM
I'm working with the figure program Quidam, and when I bring a skinned model into XSI (via the Collada format) a null, which also acts as a bone, is set as the top of the model hierarchy.
When I try to tag the rig via MOTOR it won't allow me to place this object as a bone. However, this null is part of the skinning envelope so it needs to be part of the tagged rig.
I'd like to simply make this object a null/bone then put it and everything else under a new model, but I don't know how to remove a model definition from an object and just make it a null.
Anyone know?
thanks
Kevin
thiago
05-31-2008, 04:56 AM
let me see if I understand correctly.
You have a Model and you want to transform it into a null? is that it?
if yes, than make a new null, drag everything that is inside this "Model" to this new null.
Than you copy all the animation from the model (if theres any) to the null.
Now you select your null, edit>model>new model.
is that it?
Motor need to live inside a model structure. If you wanna tag the model null it wouldn't want let you.
That said, it's VERY weird that you have a null of a model used as an envelope.
kwabbott
06-02-2008, 10:27 AM
The reason that won't work is because the Model itself is part of the Envelope for the figure. If I move everything under an empty model then the enveloping data for the "Lumbar" area doesn't come over.
Is there a way transfer envelope weighting from one bone to a another?
This might be the easiest way to solve it becuase I can just make a new null, move the weighting info to it and clear the weighting info from the Model.
thanks
Kevin
thiago
06-02-2008, 01:48 PM
Create a new null or bone
Put this null under the model
Copy all the animation that is in the Model
Past into the null
Make sure everything is aligned
Remove the animation from the model
Remove the model from the envelope (animate>envelope>remove deformers)
Add the new null to your envelope (animate>envelope>set envelope then pick the null)
re-paint the weight of it if you need. (this would be quite easy since you remove the the model, or you can use a copy envelopes weight plugin that is somewhere)
thats done.
OR you can transfer the whole rig to a new (decent) rig without the model animation.
Using MOTOR could be be a way to do this... but maybe if your model root is animated it can be a weird thing to MOTOR deal with.
those are the options I can think of now...
but you can go creative, there are plenty of tools to save your butt in XSI.
kwabbott
06-02-2008, 02:00 PM
Thanks for the options, but what I want to preserve is the envelope weighting not the animation. I'm trying to get it setup right in order to load Mocap data via MOTOR. I'm trying to take advantage of the fact that the models come in pre-rigged and pre-weighted for a super fast workflow.
Looks like I will have to hunt to for the plugin that transfers envelope weights. If anyone reading this knows where I can find that I'd appreciate a link.
thanks
Kevin
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